These rules are meant to be used with Dirtside II from Ground Zero Games. All rules from DS2 are in operation, unless specifically contradicted by this document.
Mecha now have two different weapon mounting options: arm mounts and body mounts. Arm mounts provide for a 270 degree arc of fire (everything but the rear 90 degrees) and take up twice the weapon's size class in capacity. Body mounts are limited to firing in a 90 degree arc directly in front of the mecha. However, body mounted weaponry takes only 1.5 times the weapon's size class in capacity (rounded up).
Mecha no longer suffer from an increase in their signatures- they may be taller, but they're narrower and much more maneveurable than most vehicles. Mecha may increase their stealth normally, like any other AFV.
The major advantage of mecha is armor. Any mecha design may takes as much armor as a vehicle of one size class larger. For example, a size 4 mecha could have as much armor as a size 5 tank. Howver, the armor of a mecha is more expensive, so mecha pay 1.5 times the normal CP cost for armor. The size 4 mecha listed above would have to buy the equivalent of 8 levels of armor.
In any activation that a mecha uses less than 1/2 its maximum move, the mecha may declare itself to be going prone (hull done) and get a D8 secondary die.
The arm mounts of a mecha act as turrets- mecha may move and fire weapons on their arm mounts. Body mounts count as fixed mounts and must fire before moving.
Transport Walker Mobility is 160% of BVP
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Bri's Dirtside II New Rules Page